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multisprite.cpp
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#include "multisprite.h"
#include "gamedata.h"
#include "frameFactory.h"
#include <cmath>
void MultiSprite::advanceFrame(Uint32 ticks) {
timeSinceLastFrame += ticks;
if (timeSinceLastFrame > frameInterval) {
currentFrame = (currentFrame+1) % numberOfFrames;
timeSinceLastFrame = 0;
}
}
MultiSprite::MultiSprite( const std::string& name) :
Drawable(name,
Vector2f(Gamedata::getInstance().getXmlInt(name+"/startLoc/x"),
Gamedata::getInstance().getXmlInt(name+"/startLoc/y")),
Vector2f(Gamedata::getInstance().getXmlInt(name+"/speedX"),
Gamedata::getInstance().getXmlInt(name+"/speedY"))
),
frames( FrameFactory::getInstance().getFrames(name) ),
worldWidth( Gamedata::getInstance().getXmlInt("world/width")),
worldHeight( Gamedata::getInstance().getXmlInt("world/height")),
currentFrame(0),
numberOfFrames( Gamedata::getInstance().getXmlInt(name+"/frames") ),
frameInterval( Gamedata::getInstance().getXmlInt(name+"/frameInterval") ),
timeSinceLastFrame( 0 ),
frameWidth(frames[0]->getWidth()),
frameHeight(frames[0]->getHeight())
{ }
MultiSprite::MultiSprite(const MultiSprite& s) :
Drawable(s),
frames(s.frames),
worldWidth( s.worldWidth ),
worldHeight( s.worldHeight ),
currentFrame(s.currentFrame),
numberOfFrames( s.numberOfFrames ),
frameInterval( s.frameInterval ),
timeSinceLastFrame( s.timeSinceLastFrame ),
frameWidth( s.frameWidth ),
frameHeight( s.frameHeight )
{ }
void MultiSprite::draw() const {
Uint32 x = static_cast<Uint32>(X());
Uint32 y = static_cast<Uint32>(Y());
frames[currentFrame]->draw(x, y);
}
void MultiSprite::update(Uint32 ticks) {
advanceFrame(ticks);
Vector2f incr = getVelocity() * static_cast<float>(ticks) * 0.001;
setPosition(getPosition() + incr);
if ( Y() < 0) {
velocityY( abs( velocityY() ) );
}
if ( Y() > worldHeight-frameHeight) {
velocityY( -abs( velocityY() ) );
}
if ( X() < 0) {
velocityX( abs( velocityX() ) );
}
if ( X() > worldWidth-frameWidth) {
velocityX( -abs( velocityX() ) );
}
}